Zoning Adjuster 1.6

Yes, the one-sided and remove zoning functions of this mod work happily alongside those introduced in the base game in 1.17 – you can use either or both.
Remember that this mod does a lot more than the game’s zoning toggle!
Key features:
- Aligns grids of 8m and 24m wide roads with standard road grids
- Can be set to disable or force enable zoning on any road, even roads that don’t normally support zoning.
- Includes a zoning tool that can be used to add, reset, and remove zoning for ANY ROAD (including those with no zoning by default), and toggle zoning on one side of the road only (hold down Alt key when clicking to toggle single-sided/both-sided zoning)
- Optional variable zoning setbacks, including negative setbacks, to add a gap between the road edge and the zoning grid
- Optional zoning grid precedence by age to ensure that zoning grids attached to newer roads don’t disrupt zoning attached to older (pre-existing) roads
- Option to set the maximum zone depth (between 1 and 4)
- Add zones to Pedestrian Paths using the tool
Activate by clicking the button in the Unified UI (UUI panel), or to the left of the road options panel (lower-left of the screen), or by using the hotkey (default Alt-Z).
Left-click a road or pedestrian path segment with the tool to add new zoning to that segment with the current zoning settings. Any existing zoning will be deleted and new zoning created – note that this means that any existing zoning will be cleared!
Right-click a road segment with this tool to remove zoning attached to that segment.
Alt-click (hold down Alt and left-click on a segment) for one-sided zoning: alt-clicking toggles between left-side only/right-side only/both sides zoning.
This will appear when the roads tool panel is visible, by default just above the tool button at the lower-right of the screen (can be dragged anywhere). It includes a slider to set variable zoning setback (0 to 8 meters) and a checkbox to select whether or not zoning grids attached to older roads take priority over those attached to newer roads (and a second checkbox for the reverse).
These settings take immediate effect for any zoning created afterwards (either through use of the zoning tool or by normal road construction).
Enables matching alignment of zoning grids for right-angled road connections using 8- and 24m-wide roads (in addition to the standard 16/32m). This means that you can have (right-angled!) junctions between roads of all of these road widths with a single, continuous zoning grid aligned to all roads.
Replaces the Network Extensions Project 2’s ‘tiny road zoning’, as well as working for 24m-wide and standard road widths out-of-the-box.
Also includes an additional function to offset the zoning start along a road by 4m; hold down the modifier key (Shift by default, can be changed in the mod’s options panel settings) when placing/upgrading/toggling roads to apply this offset. This is useful for forcing zoning alignment between mismatched road types.
Use the slider in the settings panel to set the maximum depth (in zone squares) of new or updated zoning.
Note: when you connect a road to another road, or even just build a new road near an existing road, the game will delete adjacent zone blocks on the old road and create new ones; when this happens, the new blocks will have whatever the current zone depth settings are, and not the depth of the original (now deleted) zones. When this happens, simply use the zoning tool to reset the zones on the old road to whatever settings you want.
Zoning blocks ‘remember’ the priority that was set when they were created, and will keep that priority. Overlapping blocks with different priorities will lead to inconsistent results – where necessary, using the tool to recreate zone blocks with the desired priorities as needed.
Getting good zoning matches can still be tricky, because the game (including functionality like ‘snap to grid’) is designed only for 16/32m roads, and the game will offset zoning grids at the slightest provocation.
It’s VERY IMPORTANT to make sure that your road placment lines up nicely with the grid (the game will NOT do this by default for 24m roads in particular) to ensure that the zoning for both roads CAN align in the first place.
It may take several attempts to get things right (also experiment with the zoning offset modifier function). If you find that you have trouble placing 24m roads at the correct spot, try placing an 8m road and then upgrading to the desired 24m road (some people find that placing the 8m roads works a bit more easily with the game’s UI for them than placing 24m roads).
Messing with zoning in the game in ANY MANNER (with this mod, with other mods, or with just the standard in-game tools) where there are existing buildings on that zoning can lead to those buildings despawning (especially if the simulation is still running while you’re doing it). There’s nothing special about this mod in that regard; it’s how the game has always worked with zoning, so take appropriate care.
- Older versions of Network Extensions 2 (NExt2). Newer versions are compatbile with Zoning Adjuster 1.5.1 and later.
- Zone It – can’t have two mods trying to do different things with the same function
Road collections containing roads with 8m and 24m widths that work with this mod include (this is not a complete list, just a small sampling):
- Vanilla+ Roads by Delta 5-1 includes a sub-collection of 8m roads (and the collection as a whole also includes many other roads suitable for replacing Network Extensions 2 roads).
- Road Extensions by mytime0317, created explicitly for replacing Network Extensions 2 roads and includes several 8m-wide roads.
- 24m Road Collection by Eloso.
Can be safely removed at any time (any zoning placed when using the mod will be retained by the game even after the mod is removed, although depths and priorities for overlapping zones will revert to game defaults).
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.
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Required items:
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Harmony 2.2.2-0 (Mod Dependency) — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.


